Ghost Scorpion
CR 0, N Small Vermin
Senses: Perception 4, Darkvision 60, Tremorsense 60A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability's range is specified in the creature's descriptive text.
Speed: 30 ft. Skills: Stealth 8
Languages: None
Ability Scores: Str 10 (+2), Dex 11 (+0), Con 14 (+4), Int --, Wis 10 (+0), Cha 2 (-4)
INIT: +0 CP: +1 HP: 13 (2d8+4) SA: -- DC: 13
AC: 12 Touch: 11 Flat-footed: 12 [+1 Natural, +1 Size]
SR: -- Vulnerable: Fire 1, Cold 1 Resistant: Bludgeoning 1 Bypass: --
Immunity: Psychic, Sonic Effect Immunity: Mental Effects
Attacks
- Melee (Natural) - 2 x claws +2 (1d3). Reach: 5 ft.
- Melee (Natural) - 1 x sting +2 (1d3 plus poison). Reach: 5 ft. Poison - Scorpion Poison: 1d2/1 STR each round until saved (DC 12)
Pounce (Full Round)(ex) - The Ghost Scorpion can make a full-attack (instead of a single-attack) as part of a charge.
Environment: warm deserts or underground
Organization: None
Treasure: none
This outsized scorpion has a translucent shell, allowing one to see through to the creature's internal organs.
So named for their eerie, translucent carapaces, ghost scorpions are nocturnal desert hunters. A ghost scorpion's body is 3 feet long with a 3-foot long tail, and it weighs 45 pounds.